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I followed this tutorial to create a soccer ball. Now I want to texture it in a way that every pentagon has an image inside itself and the exagons are white, but I also want everything to be a little glossy. I managed to successfully UV Map the ball and paint the texture in photoshop but now I am having big problems in applying the texture material to the mesh.

UV MAP

I've created a new material in Blender Render mode with Diffuse and the texture applied to it. I also set the Texture mapping to UV. I've gone in edit mode, selected all the mesh and applied the material. Unfortunately in Texture View Mode I see just a white ball and while rendering I see everything's black.

Ball seen in Edit Mode, Texture View, Blender Renders engine

Ball seen in Object Mode, Render View, Blender Renders engine

If I try to do this in Cycles Render and use a Mix Shader with the FAC set to the texture image I get what I want in the Texture View Mode but while rendering I just see everything black and white of my colored images.

Cycle Render Material Node

Cycle Render Texture View

Cycle Renders Render View

I hope I've been clear enough and that someone will help me in this easy/difficult task! Thank you in advance

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  • $\begingroup$ What does lowpolyball.tif look like? I think that's the origin of the problem. $\endgroup$ – CharlesL Apr 16 '14 at 13:16
  • $\begingroup$ Here it is !Exported in JPG $\endgroup$ – Andrea Silvestri Apr 16 '14 at 13:25
  • $\begingroup$ Try putting the texture colour output into the diffuse BSDF colour input. $\endgroup$ – Steve Hunt Apr 16 '14 at 15:01
  • $\begingroup$ /me to late.. :P $\endgroup$ – gandalf3 Apr 16 '14 at 23:20
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For cycles

Put your image texture in to a Diffuse node. Then use the factor in the mix node to determine how much gloss there is. The color on the glossy node should be nearly white, you don't need to plug the image texture in to it also.

nodes

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  • $\begingroup$ So simple an so right! Thank you very much it worked. $\endgroup$ – Andrea Silvestri Apr 17 '14 at 9:56

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